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authormota23 <mota23@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-04-25 18:42:25 +0000
committermota23 <mota23@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-04-25 18:42:25 +0000
commitb595cf066cea127e3f890e880e67535d51ccbcf8 (patch)
tree242a826161a3e41577c19573d31c7af06e8302c9 /Game/Code
parent019b5bf1730eab1c5b69a0cf1f805b3aa8566b6b (diff)
downloadusdx-b595cf066cea127e3f890e880e67535d51ccbcf8.tar.gz
usdx-b595cf066cea127e3f890e880e67535d51ccbcf8.tar.xz
usdx-b595cf066cea127e3f890e880e67535d51ccbcf8.zip
Removed workarounds in UDraw.pas and Deluxe.ini. Altered Graphics to reflect the changes.
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@138 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'Game/Code')
-rw-r--r--Game/Code/Classes/UDraw.pas136
1 files changed, 68 insertions, 68 deletions
diff --git a/Game/Code/Classes/UDraw.pas b/Game/Code/Classes/UDraw.pas
index d18830ba..f5722175 100644
--- a/Game/Code/Classes/UDraw.pas
+++ b/Game/Code/Classes/UDraw.pas
@@ -234,10 +234,10 @@ begin
Rec.Bottom := Rec.Top + 2 * NotesH;
glBindTexture(GL_TEXTURE_2D, Tex_Left[Color].TexNum);
glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
- glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
- glTexCoord2f(7/8, 1); glVertex2f(Rec.Right, Rec.Bottom);
- glTexCoord2f(7/8, 0); glVertex2f(Rec.Right, Rec.Top);
+ glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
+ glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
+ glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
+ glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
glEnd;
//We keep the postion of the top left corner b4 it's overwritten
@@ -251,10 +251,10 @@ begin
glBindTexture(GL_TEXTURE_2D, Tex_Mid[Color].TexNum);
glBegin(GL_QUADS);
- glTexCoord2f(1/32, 0); glVertex2f(Rec.Left, Rec.Top);
- glTexCoord2f(1/32, 1); glVertex2f(Rec.Left, Rec.Bottom);
- glTexCoord2f(31/32, 1); glVertex2f(Rec.Right, Rec.Bottom);
- glTexCoord2f(31/32, 0); glVertex2f(Rec.Right, Rec.Top);
+ glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
+ glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
+ glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
+ glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
glEnd;
// prawa czesc - right part
@@ -263,10 +263,10 @@ begin
glBindTexture(GL_TEXTURE_2D, Tex_Right[Color].TexNum);
glBegin(GL_QUADS);
- glTexCoord2f(1/8, 0); glVertex2f(Rec.Left, Rec.Top);
- glTexCoord2f(1/8, 1); glVertex2f(Rec.Left, Rec.Bottom);
- glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
- glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
+ glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
+ glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
+ glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
+ glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
glEnd;
// Golden Star Patch
@@ -336,10 +336,10 @@ var
glColor3f(1, 1, 1);
glBindTexture(GL_TEXTURE_2D, Tex_Left[NrGracza+1].TexNum);
glBegin(GL_QUADS);
- glTexCoord2f(1/8, 0); glVertex2f(Rec.Left, Rec.Top);
- glTexCoord2f(1/8, 1); glVertex2f(Rec.Left, Rec.Bottom);
- glTexCoord2f(7/8, 1); glVertex2f(Rec.Right, Rec.Bottom);
- glTexCoord2f(7/8, 0); glVertex2f(Rec.Right, Rec.Top);
+ glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
+ glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
+ glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
+ glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
glEnd;
// srodkowa czesc
@@ -356,10 +356,10 @@ var
// glBindTexture(GL_TEXTURE_2D, Tex_MidGray.TexNum);
glBindTexture(GL_TEXTURE_2D, Tex_Mid[NrGracza+1].TexNum);
glBegin(GL_QUADS);
- glTexCoord2f(1/8, 0); glVertex2f(Rec.Left, Rec.Top);
- glTexCoord2f(1/8, 1); glVertex2f(Rec.Left, Rec.Bottom);
- glTexCoord2f(7/8, 1); glVertex2f(Rec.Right, Rec.Bottom);
- glTexCoord2f(7/8, 0); glVertex2f(Rec.Right, Rec.Top);
+ glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
+ glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
+ glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
+ glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
glEnd;
glColor3f(1, 1, 1);
@@ -369,10 +369,10 @@ var
glBindTexture(GL_TEXTURE_2D, Tex_Right[NrGracza+1].TexNum);
glBegin(GL_QUADS);
- glTexCoord2f(1/8, 0); glVertex2f(Rec.Left, Rec.Top);
- glTexCoord2f(1/8, 1); glVertex2f(Rec.Left, Rec.Bottom);
- glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
- glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
+ glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
+ glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
+ glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
+ glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
glEnd;
@@ -474,10 +474,10 @@ begin
glBindTexture(GL_TEXTURE_2D, Tex_BG_Left[NrGracza+1].TexNum);
glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
- glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
- glTexCoord2f(7/8, 1); glVertex2f(Rec.Right, Rec.Bottom);
- glTexCoord2f(7/8, 0); glVertex2f(Rec.Right, Rec.Top);
+ glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
+ glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
+ glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
+ glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
glEnd;
@@ -487,10 +487,10 @@ begin
glBindTexture(GL_TEXTURE_2D, Tex_BG_Mid[NrGracza+1].TexNum);
glBegin(GL_QUADS);
- glTexCoord2f(1/32, 0); glVertex2f(Rec.Left, Rec.Top);
- glTexCoord2f(1/32, 1); glVertex2f(Rec.Left, Rec.Bottom);
- glTexCoord2f(31/32, 1); glVertex2f(Rec.Right, Rec.Bottom);
- glTexCoord2f(31/32, 0); glVertex2f(Rec.Right, Rec.Top);
+ glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
+ glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
+ glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
+ glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
glEnd;
// prawa czesc
@@ -499,10 +499,10 @@ begin
glBindTexture(GL_TEXTURE_2D, Tex_BG_Right[NrGracza+1].TexNum);
glBegin(GL_QUADS);
- glTexCoord2f(1/8, 0); glVertex2f(Rec.Left, Rec.Top);
- glTexCoord2f(1/8, 1); glVertex2f(Rec.Left, Rec.Bottom);
- glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
- glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
+ glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
+ glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
+ glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
+ glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
glEnd;
end; // if not FreeStyle
end; // with
@@ -677,11 +677,11 @@ begin
glBindTexture(GL_TEXTURE_2D, Tex_Lyric_Help_Bar.TexNum);
glBegin(GL_QUADS);
glColor4f(1, 1, 1, 0);
- glTexCoord2f(1/16, 1/16); glVertex2f(Rec.Left, Rec.Top);
- glTexCoord2f(1/16, 15/16); glVertex2f(Rec.Left, Rec.Bottom);
+ glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
+ glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
glColor4f(1, 1, 1, 0.5);
- glTexCoord2f(15/16, 15/16); glVertex2f(Rec.Right, Rec.Bottom);
- glTexCoord2f(15/16, 1/16); glVertex2f(Rec.Right, Rec.Top);
+ glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
+ glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
glEnd;
glDisable(GL_BLEND);
@@ -1083,11 +1083,11 @@ begin
glBindTexture(GL_TEXTURE_2D, Tex_Lyric_Help_Bar.TexNum);
glBegin(GL_QUADS);
glColor4f(1, 1, 1, 0);
- glTexCoord2f(1/16, 1/16); glVertex2f(Rec.Left, Rec.Top);
- glTexCoord2f(1/16, 15/16); glVertex2f(Rec.Left, Rec.Bottom);
+ glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
+ glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
glColor4f(1, 1, 1, 0.5);
- glTexCoord2f(15/16, 15/16); glVertex2f(Rec.Right, Rec.Bottom);
- glTexCoord2f(15/16, 1/16); glVertex2f(Rec.Right, Rec.Top);
+ glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
+ glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
glEnd;
glDisable(GL_BLEND);
end;
@@ -1468,10 +1468,10 @@ begin;
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, Tex_SingBar_Back.TexNum);
glBegin(GL_QUADS);
- glTexCoord2f(1/16, 0); glVertex2f(X, Y);
- glTexCoord2f(1/16, 1); glVertex2f(X, Y+H);
- glTexCoord2f(1 - 1/16, 1); glVertex2f(X+W, Y+H);
- glTexCoord2f(1 - 1/16, 0); glVertex2f(X+W, Y);
+ glTexCoord2f(0, 0); glVertex2f(X, Y);
+ glTexCoord2f(0, 1); glVertex2f(X, Y+H);
+ glTexCoord2f(1, 1); glVertex2f(X+W, Y+H);
+ glTexCoord2f(1, 0); glVertex2f(X+W, Y);
glEnd;
//SingBar coloured Bar
@@ -1510,10 +1510,10 @@ begin;
glBindTexture(GL_TEXTURE_2D, Tex_SingBar_Bar.TexNum);
//Size= Player[PlayerNum].ScorePercent of W
glBegin(GL_QUADS);
- glTexCoord2f(1/16, 0); glVertex2f(X, Y);
- glTexCoord2f(1/16, 1); glVertex2f(X, Y+H);
- glTexCoord2f(1 - 1/16, 1); glVertex2f(X+(W/100 * (Percent +1)), Y+H);
- glTexCoord2f(1 - 1/16, 0); glVertex2f(X+(W/100 * (Percent +1)), Y);
+ glTexCoord2f(0, 0); glVertex2f(X, Y);
+ glTexCoord2f(0, 1); glVertex2f(X, Y+H);
+ glTexCoord2f(1, 1); glVertex2f(X+(W/100 * (Percent +1)), Y+H);
+ glTexCoord2f(1, 0); glVertex2f(X+(W/100 * (Percent +1)), Y);
glEnd;
//SingBar Front
@@ -1565,10 +1565,10 @@ if Age < 5 then Size := Age * 10 else Size := 50;
glBindTexture(GL_TEXTURE_2D, Tex_SingLineBonusBack.TexNum);
glBegin(GL_QUADS);
- glTexCoord2f(1/32, 0); glVertex2f(X + 50 - Size, Y + 25 - (Size/2));
- glTexCoord2f(1/32, 1); glVertex2f(X + 50 - Size, Y + 25 + (Size/2));
- glTexCoord2f(31/32, 1); glVertex2f(X + 50 + Size, Y + 25 + (Size/2));
- glTexCoord2f(31/32, 0); glVertex2f(X + 50 + Size, Y + 25 - (Size/2));
+ glTexCoord2f(0, 0); glVertex2f(X + 50 - Size, Y + 25 - (Size/2));
+ glTexCoord2f(0, 1); glVertex2f(X + 50 - Size, Y + 25 + (Size/2));
+ glTexCoord2f(1, 1); glVertex2f(X + 50 + Size, Y + 25 + (Size/2));
+ glTexCoord2f(1, 0); glVertex2f(X + 50 + Size, Y + 25 - (Size/2));
glEnd;
glColor4f(1, 1, 1, Alpha); //Set Color
@@ -1614,10 +1614,10 @@ begin
Rec.Bottom := Rec.Top + 2 * NotesH;
glBindTexture(GL_TEXTURE_2D, Tex_Left[Color].TexNum);
glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
- glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
- glTexCoord2f(7/8, 1); glVertex2f(Rec.Right, Rec.Bottom);
- glTexCoord2f(7/8, 0); glVertex2f(Rec.Right, Rec.Top);
+ glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
+ glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
+ glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
+ glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
glEnd;
// srodkowa czesc - middle part
@@ -1626,10 +1626,10 @@ begin
glBindTexture(GL_TEXTURE_2D, Tex_Mid[Color].TexNum);
glBegin(GL_QUADS);
- glTexCoord2f(1/32, 0); glVertex2f(Rec.Left, Rec.Top);
- glTexCoord2f(1/32, 1); glVertex2f(Rec.Left, Rec.Bottom);
- glTexCoord2f(31/32, 1); glVertex2f(Rec.Right, Rec.Bottom);
- glTexCoord2f(31/32, 0); glVertex2f(Rec.Right, Rec.Top);
+ glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
+ glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
+ glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
+ glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
glEnd;
// prawa czesc - right part
@@ -1638,10 +1638,10 @@ begin
glBindTexture(GL_TEXTURE_2D, Tex_Right[Color].TexNum);
glBegin(GL_QUADS);
- glTexCoord2f(1/8, 0); glVertex2f(Rec.Left, Rec.Top);
- glTexCoord2f(1/8, 1); glVertex2f(Rec.Left, Rec.Bottom);
- glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
- glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
+ glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
+ glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
+ glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
+ glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
glEnd;
end; // with